A live social game for adults

Terrible Advice Club

Real problems. The worst possible people to ask.

Join a team. Get a dilemma. Make catastrophically bad advice sound completely reasonable.

The Anxious Type card The Just-Leave Type card The Overvalidating Type card The Hustle Type card
Public + private games 9–16 people About 75 minutes

The idea

Good advice makes people nod.
Terrible advice makes them talk.

Most networking dies in small talk. Most workshops die in slides. Terrible Advice Club gives the room something better to do.

You solve familiar work and life dilemmas through the least useful characters imaginable. The fun is making their advice sound almost right.

How it works

One round.
Five bad decisions.

No acting talent. No specialist knowledge. No personal confession. Just a team willing to commit to the bit.

  1. 01

    Get a real dilemma

    Work, business, anxiety, relationships, family or boundaries.

  2. 02

    Draw two advisers

    Choose the one most capable of making everything worse.

  3. 03

    Build your case

    Your team gets three minutes to turn nonsense into certainty.

  4. 04

    Sell it in 60 seconds

    Short, sharp and just plausible enough to make people uncomfortable.

  5. 05

    Win the Red Flag

    The room votes for the advice that was terrible—but convincing.

Tonight's completely hypothetical disaster

“I have spent six months building something nobody is buying. What now?”

The Hustle Type

The Hustle Type says

“The problem is effort. Cancel the weekend until the market respects you.”
The Just-Leave Type

The Just-Leave Type says

“Delete the business. Disappear. Reinvent yourself by Monday.”

Then comes the useful bit

The Advice Autopsy.

After each round, the facilitator spends 60–90 seconds showing why the bad advice sounded so familiar—and what real pattern was hiding inside it.

Enough insight to take something home. Not enough to turn the night into a seminar.

Who is it for?

People who want an actual conversation.

Public games

Come without knowing anyone.

Get put in a team, laugh with strangers and skip the painful part where everyone explains what they do for work.

Join a public game ↘

Private games

Give your people something worth attending.

For teams, coworking spaces, communities and offsites that have had enough of icebreakers and forced fun.

Host the game ↘

Useful information, regrettably

9–16 people works best
3–4 teams per game
65–80 minutes of structured play
0 slides, lectures or trust falls

Ready to make things worse?

Join a game.
Or bring the bad advice to your people.

Join a public game or bring Terrible Advice Club to your team, community or city.